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blender-archive/release/scripts/startup/bl_ui/properties_render_layer.py
Clément Foucault 83adc54438 Clay-Engine (merge clay-engine)
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).

This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.

This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.

Implemented Features
--------------------

* Clay Render Engine, following the new API, to be used as reference for
future engines

* A more complete Matcap customization with more options

* Per-Collection render engine settings

* New Ground Truth AO - not enabled

Missing Features
----------------

* Finish object edit mode
  - Fix shaders to use new matrix
  - Fix artifacts when edge does off screen
  - Fix depth issue
  - Selection sillhouette
  - Mesh wires
  - Use mesh normals (for higher quality matcap)
  - Non-Mesh objects drawing
  - Widget drawing
  - Performance issues

* Finish mesh edit mode
  - Derived-Mesh-less edit mode API (mesh_rende.c)

* General edit mode
  - Per-collection edit mode settings

* General engines
  - Per-collection engine settings
    (they are their, but they still need to be flushed by depsgraph, and
    used by the drawing code)
2017-02-07 11:31:22 +01:00

135 lines
4.7 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, UIList
class RenderLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
class RENDERLAYER_UL_renderlayers(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
layout.prop(layer, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
if rd.engine == 'BLENDER_GAME':
layout.label("Not available in the Game Engine")
return
row = layout.row()
col = row.column()
col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
col.prop(rd, "use_single_layer", icon_only=True)
class RENDERLAYER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderView)
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {'left', 'right'}:
layout.label(view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon + (not view.use))
class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
bl_label = "Views"
COMPAT_ENGINES = {'BLENDER_RENDER'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)